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Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Quasi Movement
  • Original author: Quxios
  • Original date: November 19, 2014
  • Source thread: https://forums.rpgmakerweb.com/threads/quasi-movement.34088/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

[Quasi] Movement Version 1.54​by Quasi​ ​--Discontinued--​This script is no longer supported. Meaning there will be no bug fixes or new features being added.​    What it does:    1. Changed how movement works. Allows players to choose how many pixels to move per movement. In better terms, allows players to make characters have a pixel movement or still move by a grid like 32×32 or even 16×16.

Archived First Post

[Quasi] Movement Version 1.54
by Quasi​
 ​
--Discontinued--
This script is no longer supported. Meaning there will be no bug fixes or new features being added.​
 
 
What it does:
   1. Changed how movement works. Allows players to choose how many pixels to move per movement. In better terms, allows players to make characters have a pixel movement or still move by a grid like 32×32 or even 16×16.
   2. Changed how collisions work. Events now have bounding boxes surrounding them. If two boxes touch there will be a collision. Boxes can be set in each event, further detail inside the scripts instructions.
   3. Tiles automatically have boxes set to them depending on their passage ( 4 dir), you can also set boxes to Regions.  Regions prioritize over tiles. (Ex: Tile has no passibility but a region has a box of [0, 0] (no box meaning passable) so that tile will be passable.)
 
New  calls/Functions to know:
 Bounding boxes are set inside a comment in the event, or in the actors note field with the following format:

<bbox=width,height,ox,oy>(ox and oy can be left blank, they can also be negative. )
 
Example:

g0Os2BQ.png

bbox was changed to be wrapped in <>'s
 
or inside of an actors note tag:
hSUHlVu.png
or:<bbox>:main => [width, height, ox, oy]:dirX  =>  [width, height, ox, oy]</bbox>Where X (inside :dirX) is the direction (2, 4, 6 or 8)
Example:

PNCLdAd.png

 
You can use multiple event comments to set up each direction :
A2hPqsC.png

 
 
 
Bounding boxes can be shown in game by setting line 136 to true. (Only in play testing)
 
New move route function for less move calls.  You use this with a script call inside the move route with the following format:qmove(direction, amount, multiplicity)direction is set to 2,4,6,8 or diag 1,3,7,9
amount is how many times it should move forward in that direction.
multiplicity is multiplied against amount to make it easier to find the right amount
 
Example:

leeDlQm.png

Event moves 64 times down, 224 times right, 64 times up, 224 times left then repeats.
**Was changed from q_move to qmove**
 
Amount times are large since grid is set to 1 but if we use multiplicity we can make it look like:qmove(2,2,32)qmove(6,7,32)qmove(8,2,32)qmove(4,7,32)
 
By default the Px, and Py value are set on the 32 grid where the event was placed.  But we can change the default px, py value of an event with the following comment inside an event:
Code:
<ox=#><oy=#>
Where # is equal to an integer.  A negative X value would move the sprite to the right while a positive X value moves it to the left.  Negative Y value would move it up and positive would move it down.
 
Further Instructions:
 Read script header and my site's post.
 
Known Bugs:
 - ??

Terms of Use
 
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Features Mentioned

  •    1. Changed how movement works. Allows players to choose how many pixels to move per movement. In better terms, allows players to make characters have a pixel movement or still move by a grid like 32×32 or even 16×16.
  •    2. Changed how collisions work. Events now have bounding boxes surrounding them. If two boxes touch there will be a collision. Boxes can be set in each event, further detail inside the scripts instructions.
  •    3. Tiles automatically have boxes set to them depending on their passage ( 4 dir), you can also set boxes to Regions.  Regions prioritize over tiles. (Ex: Tile has no passibility but a region has a box of [0, 0] (no box meaning passable) so that tile will be passable.)
  • New  calls/Functions to know:
  •  Bounding boxes are set inside a comment in the event, or in the actors note field with the following format:
  • (ox and oy can be left blank, they can also be negative. )
  • Example:
  • Spoiler
  • "lightbox_close": "Close",
  • "lightbox_next": "Next",
  • "lightbox_previous": "Previous",
  • "lightbox_error": "The requested content cannot be loaded. Please try again later.",
  • "lightbox_start_slideshow": "Start slideshow",
  • "lightbox_stop_slideshow": "Stop slideshow",
  • "lightbox_full_screen": "Full screen",
  • "lightbox_thumbnails": "Thumbnails",
  • "lightbox_download": "Download",
  • "lightbox_share": "Share",

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License / Terms Note

Terms of Use   Links: Script

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